Reworking Rough Diamond: Ver 0.2.1


After a good couple years of not doing much, I'm back in the saddle.

I wanted to circle back around to Rough Diamond for a while and completely rework its entire engine. I wasn't fully satisfied with how the gamejam build was, being inexperienced at the time and using a lot of awkward workarounds/inefficient methods of achieving the results I want. There was a lot I could improve upon, and I decided that now was a good time to show what I've done so far.

I've had to strip a lot out of the game, since eventually I want to take this to a commercial level. Some of the 'free' assets I used before won't be as acceptable now as they were prior. I have to know for certain with this project in particular that everything I use has the correct license for what I need later on. Sound effects have yet to be replaced as of yet, as I will need to verify that any sounds I use, I can use for commercial purposes later. 

The improvements I have made have been beneficial in my opinion. For a start, bullet patterns/boss attacks are now far more flexible, as are all ships as a whole. The Juglans fight, save for a couple extra phases for the end stage fight, is set up enough to be a complete stage on its own. Ruby Raptor I still have yet to think about how to handle its attack patterns, and the battleship fight needs some tweaking in order to add in the extra boss fights I want on top of it while the stage is progressing. I think I know how to go about this now as of writing, but at the time I was unsure.

Hopefully, if there is still some interest from people who formerly played this project, this can be seen to be a better experience than the stage it was currently at. I apologise for being absent for so long, but hopefully I will be back in full swing to working on some smaller projects alongside this to get a better portfolio going.


Thanks.

- Paul

Files

Rough Diamond (Recoded) Early Gameplay V0.2.1.zip 214 MB
Aug 27, 2020

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